using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using GameHungTrung.Entities;

namespace GameHungTrung
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        #region MY CODE
        public enum GameState { Ready, Running, GameOver, Pause};
        public enum GameScreen { MenuPause ,Tutorial };
     
        public static int _iWidthWindow;
        public static int _iHeightWindow;

        public static GameState State;
        public static GameScreen Screen;

        private GameManager gamemanager;
        private MouseState lastMouseState;
        public static bool isShowTutorial;
        #endregion
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            #region MY CODE
            graphics.PreferredBackBufferHeight = 650; //650
            graphics.PreferredBackBufferWidth = 800;//800
            graphics.ApplyChanges();

            lastMouseState = Mouse.GetState();
            isShowTutorial = false;
            _iWidthWindow = graphics.PreferredBackBufferWidth;
            _iHeightWindow = graphics.PreferredBackBufferHeight;
            gamemanager = new GameManager(this.Content, graphics);
            #endregion
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime )
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            KeyboardState keyState = Keyboard.GetState();
            // TODO: Add your update logic here
            #region MY CODE
            if (State == GameState.Ready)
            {
                gamemanager.UpdateGameReady();
            }
            if (State == GameState.Running)
            {
                gamemanager.UpdateGameRunning();
                gamemanager.UserEvent(keyState);
            }
            if (State == GameState.GameOver)
            {
                if (GameManager.isInBounds(Mouse.GetState().X, Mouse.GetState().Y, 300, 300, GameManager.textureGameOver1.Width, GameManager.textureGameOver1.Height))
                {
                    if (lastMouseState.LeftButton == ButtonState.Pressed && Mouse.GetState().LeftButton == ButtonState.Released)
                    {
                        State = GameState.Ready;
                        gamemanager = new GameManager(this.Content, graphics);
                    }
                }

                lastMouseState = Mouse.GetState(); 
            }
            if (State == GameState.Pause)
            {
                if (Screen == GameScreen.Tutorial)
                {
                    gamemanager.UpdateTutorial();
                }
            }
            #endregion
            
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            #region MY CODE
            spriteBatch.Begin();
            // TODO: Add your drawing code here
            if (State == GameState.Ready)
            {
                gamemanager.DrawGameReady(spriteBatch);
            }
            if (State == GameState.Running || State == GameState.GameOver || State == GameState.Pause)
            {
                gamemanager.DrawGameRunning(spriteBatch);
                if (State == GameState.GameOver)
                {
                    gamemanager.DrawGameOver(spriteBatch);
                }
                if (State == GameState.Pause)
                {
                    if (Screen == GameScreen.Tutorial)
                    {
                        gamemanager.DrawTutorial(spriteBatch);
                    }
                }
            }
            spriteBatch.End();

            #endregion
            base.Draw(gameTime);
        }
    }
}
